/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2023, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software or
 * otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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 *****************************************************************************/

#ifndef Spine_PathConstraint_h
#define Spine_PathConstraint_h

#include <spine/ConstraintData.h>

#include <spine/Vector.h>

namespace spine {
	class PathConstraintData;

	class Skeleton;

	class PathAttachment;

	class Bone;

	class Slot;

	class SP_API PathConstraint : public Updatable {
		friend class Skeleton;

		friend class PathConstraintMixTimeline;

		friend class PathConstraintPositionTimeline;

		friend class PathConstraintSpacingTimeline;

	RTTI_DECL

	public:
		PathConstraint(PathConstraintData &data, Skeleton &skeleton);

		virtual void update(Physics physics);

		virtual int getOrder();

        PathConstraintData &getData();

        Vector<Bone *> &getBones();

        Slot *getTarget();

        void setTarget(Slot *inValue);

		float getPosition();

		void setPosition(float inValue);

		float getSpacing();

		void setSpacing(float inValue);

		float getMixRotate();

		void setMixRotate(float inValue);

		float getMixX();

		void setMixX(float inValue);

		float getMixY();

		void setMixY(float inValue);

		bool isActive();

		void setActive(bool inValue);

        void setToSetupPose();

	private:
		static const float EPSILON;
		static const int NONE;
		static const int BEFORE;
		static const int AFTER;

		PathConstraintData &_data;
		Vector<Bone *> _bones;
		Slot *_target;
		float _position, _spacing;
		float _mixRotate, _mixX, _mixY;

		Vector<float> _spaces;
		Vector<float> _positions;
		Vector<float> _world;
		Vector<float> _curves;
		Vector<float> _lengths;
		Vector<float> _segments;

		bool _active;

		Vector<float> &computeWorldPositions(PathAttachment &path, int spacesCount, bool tangents);

		static void addBeforePosition(float p, Vector<float> &temp, int i, Vector<float> &output, int o);

		static void addAfterPosition(float p, Vector<float> &temp, int i, Vector<float> &output, int o);

		static void
		addCurvePosition(float p, float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2,
						 Vector<float> &output, int o, bool tangents);
	};
}

#endif /* Spine_PathConstraint_h */
